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using UnityEngine;
public class Grass : MonoBehaviour
{
public float target;
private float velocity;
private float currentRot;
public float minSpring;
public float maxSpring;
public float minDrag;
public float maxDrag;
private float spring;
private float drag;
public float minPlayerEffect;
public float maxPlayerEffect;
private float playerEffect;
public Sprite[] sprites;
private void Start()
{
if (Random.value > 0.5f)
{
Object.Destroy(base.gameObject);
return;
}
GetComponentInChildren<SpriteRenderer>().sprite = sprites[Random.Range(0, sprites.Length)];
spring = Random.Range(minSpring, maxSpring);
drag = Random.Range(minDrag, maxDrag);
playerEffect = Random.Range(minPlayerEffect, maxPlayerEffect);
currentRot = base.transform.localEulerAngles.z;
}
private void Update()
{
velocity = Mathf.Lerp(velocity, (target - currentRot) * spring, CappedDeltaTime.time * drag);
currentRot += velocity * CappedDeltaTime.time;
base.transform.localEulerAngles = new Vector3(0f, 0f, currentRot);
if (PlayerManager.instance.players != null && PlayerManager.instance.players.Count > 0 && Vector2.Distance(PlayerManager.instance.players[0].data.playerVel.position, base.transform.position) < 1.5f)
{
AddForce(PlayerManager.instance.players[0].data.playerVel.velocity.x * playerEffect * CappedDeltaTime.time * 60f);
}
float num = 0.5f;
float num2 = 0.05f;
AddForce((Mathf.PerlinNoise(base.transform.position.x * num2 + Time.time * num, base.transform.position.y * num2 + Time.time * num) - 0.5f) * 30f * playerEffect * CappedDeltaTime.time * 60f);
}
public void AddForce(float f)
{
velocity += f;
}
}
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